﻿// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "ImageEffect/MaskIcon"
 
{  
 
    Properties 
 
    {  
 
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
 
        _Mask ("Base (RGB)", 2D) = "white" {}  
 
 
 
 
 
        _Color ("Tint", Color) = (1,1,1,1)
 
        _StencilComp ("Stencil Comparison", Float) = 8
 
        _Stencil ("Stencil ID", Float) = 0
 
        _StencilOp ("Stencil Operation", Float) = 0
 
        _StencilWriteMask ("Stencil Write Mask", Float) = 255
 
        _StencilReadMask ("Stencil Read Mask", Float) = 255
 
        _ColorMask ("Color Mask", Float) = 15
 
        [Toggle(_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
 
    }
 
 
 
    SubShader 
 
    {
 
        Tags
 
        { 
 
            "Queue"="Transparent"
 
            "IgnoreProjector"="True"
 
            "RenderType"="Transparent"
 
            "PreviewType"="Plane"
 
            "CanUseSpriteAtlas"="True"
 
        }
 
 
 
        Stencil
 
        {
 
            Ref [_Stencil]
 
            Comp [_StencilComp]
 
            Pass [_StencilOp] 
 
            ReadMask [_StencilReadMask]
 
            WriteMask [_StencilWriteMask]
 
        }
 
 
 
        Cull Off
 
        Lighting Off
 
        ZWrite Off
 
        ZTest [unity_GUIZTestMode]
 
        Blend SrcAlpha OneMinusSrcAlpha
 
        ColorMask [_ColorMask]
 
 
 
        Pass
 
        {         
 
            CGPROGRAM
 
            #pragma vertex vert
 
            #pragma fragment frag
 
 
 
            #include "UnityCG.cginc"
 
            #include "UnityUI.cginc"
 
 
 
            #pragma multi_compile __ UNITY_UI_ALPHACLIP
 
 
 
            struct a2v
 
            {
 
                fixed2 uv : TEXCOORD0;
 
                half4 vertex : POSITION;
 
                float4 color    : COLOR;
 
            };
 
 
 
            fixed4 _Color;
 
 
 
            struct v2f
 
            {
 
                fixed2 uv : TEXCOORD0;
 
                half4 vertex : SV_POSITION;
 
                float4 color    : COLOR;
 
            };
 
 
 
            sampler2D _MainTex;
 
            sampler2D _Mask;  
 
 
 
            v2f vert (a2v i)
 
            {
 
                v2f o;
 
                o.vertex = UnityObjectToClipPos(i.vertex);
 
                o.uv = i.uv;
 
 
 
                o.color = i.color * _Color;
 
                return o;
 
            }
 
 
 
            fixed4 frag (v2f i) : COLOR
 
            {
 
                half4 color = tex2D(_MainTex, i.uv) * i.color; 
 
                half4 mask = tex2D(_Mask, i.uv); 
 
                color.a *= mask.a;
 
                return color;
 
            }
 
            ENDCG
 
        }  
 
    }   
 
}